0-Level Vitalist Powers (Talents)
Dazzle: Temporarily disrupt your enemy’s vision.
Detect Akasha: You can detect the presence of akasha and essence.
Detect Psionics: You detect the presence of psionics.
Disruptive Touch: Your touch staggers enemies.
Hinder: Cause your target to take a -1 penalty to a single attack roll, saving throw, or skill check.
Induce Pain: Deal 1d3 points of damage to a nearby creature.
Missive: Send a one-way telepathic message to subject.
Sense Poison: Detect the presence of poison in a creature.
Sicken Body: Cause a creature to be sickened for a brief time.
Vim: Gain 1 temporary hit point.
1st-Level Vitalist Powers
Absorb Dorje: Make a dorje part of your body, manifest its power as if it were a power known.
Accelerant: Coat a target in flammable gel.
Biofeedback: Gain damage reduction 2/–.
Collapse: You cause the target’s muscles to spasm, knocking them prone.
Detect Compulsion: You know if the target is controlled.
Elfsight: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors.
Environment Shield: Insulate target against hostile environmental effects.
Essence Defilement: Burn a creature's essence and weaken them.
Essence Infusion: Grant target one temporary point of essence.
Find the Host: Find the nearest dead, but not undead, body in range.
Involuntary Bodily Function: You cause the target to lose control of their bodily functions.
Mark of the Shroud: Mark a creature to know its condition and to extend its chance at being raised.
Memories of Flesh: Grant corporeal senses to an incorporeal creature.
Mind Palace: A moment’s reflection offers a bonus to your next roll.
Natural Healing: Heal 3 hit points of damage.
Reject Essence: Target that fails its saves has its essence burned and takes akashic damage.
Restore Essence: Target's burned essence is recovered.
Sense Link: You sense what the subject senses (single sense).
Shroudsight: Detect undead and incorporeal creatures.
Suppress Compulsion: You attempt to free a target temporarily from another’s control using conflicting signals.
Sunder Investment: Target's essence is forcibly uninvested.
Synesthete: You receive one kind of sense when another sense is stimulated.
Thicken Skin: Gain +1 enhancement bonus to your AC for 10 min./level.
Transfer Energy: Move charges from one technological device to another.
Veil Magnification: Target suffers a penalty when saving against your veils.
Veil Restoration: Restore a suppressed veil.
Vigor: Gain 5 temporary hit points.
2nd-Level Vitalist Powers
Accelerate Body: Target’s body acts as if a day had passed to either positive or negative effects.
Animal Affinity, Lanis’s: Gain +4 enhancement to one ability.
Arcanix Spellsieve: Increase the power of target’s casting or siphon some of the power of the spell cast.
Bastion: Temporarily bolster the abilities of an astral suit.
Body Adjustment: You heal 1d12 damage.
Body Equilibrium: You can walk on nonsolid surfaces.
Body Purification: You restore 2 points of ability damage.
Cleanse Body: Cure 1d4 points of temporary ability damage and remove fatigue.
Empathic Condition Relief: You relieve a target’s condition.
Empathic Transfer: Transfer another’s wounds to yourself.
Empowering Arcanix Aura: Gain bonus to saves against spells and gain benefits if you succeed on saves.
Energy Adaptation, Specified: Gain resistance 10 to one energy type.
Epidermal Fissure: Engorge a creature’s muscles, granting them +4 to Strength and Intimidate checks, but causing them to take bleed damage.
Essence Theft: Deal damage and burn target's essence, gain a temporary point of essence.
Heartbinding: Form a protective bond with another creature.
Memory Revelation: View a target’s memory or show them your memory.
Mental Mist: Cause affected creatures to believe they are surrounded by mist.
Preserve Psyche: Contain the mind of a recently slain creature so that it can be affected by psionic revivify.
Psionic Recharge: Grant charge to technological item.
Psychic Bodyguard: You make a target’s Will saving throws for it.
Resist Toxin: Your body becomes temporarily immune to poison.
Share Pain: Willing subject takes some of your damage.
Suppress Instinct: Temporarily make an animal immune to fear.
Suppress Veil: Suppress one veil.
Sustenance: Go without food and water for one day.
Sympathetic Drain: Sacrifice hit points to cause a target to lose an equal amount of hit points.
Tormenting the Living: Cause spirits to torment a living creature.
3rd-Level Vitalist Powers
Battlesense: Mental heads-up display allows for improved teamwork.
Captivity Bond: Target takes only nonlethal damage.
Caustic Retribution: Transform a creature’s blood into caustic fluid, allowing them to damage enemies they bleed on.
Caustic Transfusion: Transform a creature’s blood into caustic fluid without protecting them, dealing 2d6 damage per turn and fatiguing them.
Crisis of Breath, Kozak’s: Disrupt subject’s breathing.
Danger Sense: You gain +4 bonus against traps.
Dispel Psionics: Cancels psionic powers and effects.
Empathic Transfer, Hostile: Your touch transfers your hurt to another.
Empathic Understanding: All creatures within 30 feet understand each other’s language and intentions.
Endorphin Surge: You incite a rush of endorphins, augmenting your physical form.
Essential Block: Target cannot reallocate or burn essence, or has one receptacle blocked on a successful save.
Floral Alteration: Manipulate plant growth in an area.
Guarded Sleep: Subject’s mind is protected while asleep, and awakens in peak condition.
Hustle: Instantly gain a move action.
Malefic Metamorphosis: Distort a creature’s body with hindering transformations.
Mend Body: Heal yourself for 3d8 points of damage.
Mindscape Transcendence: Enter or exit a mindscape.
Quicken Rejuvenation: Restore a destroyed ghost.
Reconfiguration: Alter the functionalities of a mech or vehicle.
Resist Death: Gain protection against negative energy effects.
Respite of Sanity: Target ignores one madness or mind-affecting effect.
Sanguine Displacement: Teleport a creature’s blood away from its body, dealing 1d4 Constitution damage and possibly granting you temporary hit points.
Share Pain, Forced: Unwilling subject takes some of your damage.
Solicit Psicrystal: Your psicrystal takes over your concentration power.
Tactical Suppression: Prevent the target from using a specific feat, power, or skill.
Volatile Rejection: Force out the entity possessing a creature.
4th-Level Vitalist Powers
Aura of Decay: Creatures in area are more susceptible to ghosts. Objects begin to rot.
Cloned Twin: Create a copy of yourself and shunt your mind between your body and your clone’s.
Deathless Form: Target creature cannot die while affected by this power.
Empathic Feedback: When you are hit in melee, your attacker takes damage.
Energy Adaptation: Your body converts energy to harmless light.
Evade Burst: You take no damage from a burst on a successful Reflex save.
Immovability: You are almost impossible to move and gain DR 15/–.
Incite Passion: Suppress the target’s ability to understand logic.
Inertial Barrier: Gain DR 5/–.
Physical Acceleration: You move faster, gain +1 on attacks, AC, and Reflex saves.
Physical Rebirth: Reverse the effects of aging on a single creature.
Psychic Drain: Touch attack drains 2 power points/level from foe.
Psychic Reformation: Subject can choose skills, feats, and powers anew for previous levels.
Relapse: Reactivate a spell or power that affected the target within the past 24 hours.
Rewind Age: Temporarily ignore the penalties for aging.
Temporary Awakening: You grant manifesting ability to a single creature.
Wither: Cause the target’s muscles to lose their strength.
5th-Level Vitalist Powers
Adapt Body: Your body automatically adapts to hostile environments.
Atmospheric Generation: Generate a globe of controlled atmosphere.
Coded Resurrection: Return deceased soul to life as AI.
Incarnate: Make some powers permanent.
Leech Field: Leech power points each time you make a saving throw.
Manifest Veil: Shape a veil onto the target.
Mental Evolution: Alter a creature’s mental faculties, uplifting animals or devolving sentients.
Power Resistance: Grant PR equal to 12 + level.
Psionic Revivify: Return the dead to life before the psyche leaves the corpse.
Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores.
Restore Extremity: Return a lost digit, limb, or other appendage to subject.
Soul Exchange: You switch souls with another creature.
Tower of Iron Will: Grant PR 19 against mind-affecting powers to all creatures within 10 ft. until your next turn.
6th-Level Vitalist Powers
Aura Alteration: Repairs psyche or makes subject seem to be something it is not.
Brutalize Wounds: Your target takes more damage than normal from wounds.
Cleanse Spirit: Restores level and ability score drains.
Defer Fatality: You avoid death through suspended animation.
Fuse Flesh: Fuse subject’s flesh, creating a helpless mass.
Heal Injuries: Heal large amount of damage.
Instill Sentience: Grant self-awareness to an animal, plant, or construct.
Latent Programming: Place another power inside a creature’s mind, set to go off on a certain trigger.
Suspend Life: Put yourself in a state akin to suspended animation.
Trigger Power: Sets trigger condition for another power.
True Awakening: You permanently grant manifesting ability to a single creature.
7th-Level Vitalist Powers
Barred Mind, Personal: You are immune to scrying and mental effects.
Bend Reality: Alters reality within power limits.
Crisis of Life: Stop subject’s heart.
Data Transfer: Move AI from one host form to another.
Energy Conversion: Offensively channel energy you’ve absorbed.
Immortalized Essence: Target's receptacles are treated as full, and their veils cannot be sundered or suppressed.
Soul Chorus: As metaconcert, except you draw upon the powers of dead creatures.
Oak Body: Your body becomes as hard as oak.
8th-Level Vitalist Powers
Barred Mind: Subject immune to scrying and remote viewing, and gains bonus to mental effects.
Body of Iron: Your body becomes living iron.
Coded Incarnation: Transform consciousness into an AI.
Retarget Power: Move an ongoing spell or power between two creatures.
True Metabolism: You regenerate 10 hit points/round.
9th-Level Vitalist Powers
Affinity Field: Effects that affect you also affect others.
Ardent Legion, T’Nail’s: Summon members of your collective to your side.
Assimilate: Incorporate creature into your own body.
Fusion: You combine your abilities and form with another.
Interplanetary Psychoport: Psychoport between planets.
Psychic Chirurgery: You repair psychic damage or impart knowledge of new powers.
Reality Revision: As bend reality, but fewer limits.
Regenerative Aura: Heal all creatures within range for 25 hit points per round.
Timeless Body: Ignore all harmful, and helpful, effects for 1 round.